cocos2d-x游戏开发系列教程-中国象棋03-主界面
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前情回顾
上个博客说道我们象棋程序进入了欢迎界面,在欢迎界面下等待一秒进入主界面
进入主界面的关键代码如下:
CCScene* pScene = CCMainMenu::scene(); 创建scene
...
CCDirector::sharedDirector()->replaceScene(ps); 显示scene
最关键的是CCMainMenu::scene函数,说明后面要显示的scene类型是CCMainMenu类型的
所以接下来我们一起来看CCMainMenu是怎么回事
CCMainMenu
typedef struct
{
CCSprite* pSprite;
float x; // coordinate
float y;
}SPRITE_INFO;
typedef std::vector<SPRITE_INFO> VEC_SPRITE;
typedef VEC_SPRITE::iterator VEC_SPRITE_IT;
class CCMainMenu : public CCLayer
{
public:
static CCScene* scene();
virtual bool init();
CREATE_FUNC(CCMainMenu);
virtual void ccTouchesEnded(CCSet* pTouches, CCEvent* pEvent);
private:
void setPos(CCSprite* pSprite, int x, int y);
void setPosDigit(CCSprite* pSprite, int x, int y);
void menuCallBack(CCObject* pSender);
void menuRegret(CCObject* pSender);
void menuStart(CCObject* pSender);
void menuHardChoose(CCObject* pSender);
void menuSoundChoose(CCObject* pSender);
void updateTime(float dt);
void updateFocus(float dt);
void initCoordinate();
void initListImage();
void initTimeShow();
void initChessPosition();
CCSprite* getNumberSprite(int nNum);
void setNumberSprite(int nChessTime);
CCSprite* getListSprite(CHESS_TYPE nType);
CHESS_TYPE getChessType(int i, int j);
void dealWithChess(float x, float y);
CCSprite* getChessByCoord(float x, float y);
bool getChessByCoord(float& x, float& y, short dt);
void collectInfo(CCSprite* pSprite);
bool judgeAction(int tx, int ty);
void freeOne();
void freeAll();
bool judgeContinuous();
void clean();
bool judgeWin();
//void print();
private:
CCSprite* m_pFocus;
CCSprite* m_pBKG;
CCSprite* m_pMinute[2];
CCSprite* m_pSecond[2];
CCSprite* m_pCurChess;
CCSprite* m_pTargetChess;
CHESS_TYPE m_enCurChessType;
CHESS_TYPE m_enTarChessType;
CCSprite* m_pChess[2][16];
CCMenuItemImage* m_pOpenVolice;
CCMenuItemImage* m_pCloseVolice;
//std::ofstream f_output;
//std::string str;
float m_fPositionX;
float m_fPositionY;
int m_nChessTime;
CCSize s;
bool m_bSelect; // has a chess be selected? if true, cannot be change
bool m_bVolice;
bool m_bCollectCorrect;
int ox, oy; // the original coordinate of the current chess
int m_nContinuous; // the max numbers to attact opponent‘s boss
int m_nCur; // 0:red; 1:black
int m_nWin; // 0:red; 1:black
enum GAME_STATUS
{
GAME_MENU,
GAME_RUNNING,
GAME_WIN,
GAME_OVER,
};
GAME_STATUS m_enGameStatus;
enum GAME_ROLE
{
ROLE_RED,
ROLE_BLACK,
};
GAME_ROLE m_enCurRole;
VEC_SPRITE m_vecSprite;
};
oh,天,这个类太复杂了,对我们初学者来说,但是不要害怕,其他的我们先不管他是咋的,我们先来看基本的函数
一个是scene函数,一个是init函数。scene函数是创建函数,而init函数时初始化调用函数。
scene函数
CCScene* CCMainMenu::scene()
{
CCScene* pScene = CCScene::create();
CCMainMenu* pLayer = CCMainMenu::create();
pScene->addChild(pLayer, 3);
return pScene;
}
scene函数和WelCome的scene函数类似,也是先创建一个scene,再创建一个CCMainMenu对象,然后把CCMainMenu对象加入到scene
最后返回scene
init函数
bool CCMainMenu::init()
{
// 调用父类init函数
if (!CCLayer::init())
{
return false;
}
// 获取窗口大小,这个窗口大小将来用来计算控件位置等
s = CCDirector::sharedDirector()->getWinSize();
// 创建背景图片,并设置
m_pBKG = CCSprite::create(RES_PATH"background.png");
CCRect r = m_pBKG->getTextureRect();
m_pBKG->setAnchorPoint(CCPointZero);
m_pBKG->setPosition(ccp(0, 0));
m_pBKG->setScaleX(s.width/r.size.width*0.667f);
m_pBKG->setScaleY(s.height/r.size.height);
this->addChild(m_pBKG, -2);
// 创建焦点图片精灵,这个焦点是指棋子被选中
m_pFocus = CCSprite::create(RES_PATH"selected.png");
r = m_pFocus->getTextureRect();
m_pFocus->setScaleX(0.667f);
m_pFocus->setScaleY(0.6f);
m_pFocus->setVisible(false);
this->addChild(m_pFocus, 1);
m_fPositionX = s.width - r.size.width*0.667f;
m_fPositionY = s.height - r.size.height*0.6f;
// 新局按钮
CCMenuItemImage* pItem = CCMenuItemImage::create(RES_PATH"new.jpg", RES_PATH"new.jpg", this, menu_selector(CCMainMenu::menuCallBack));
pItem->setPosition(ccp(m_fPositionX - s.width/6, m_fPositionY - s.height/8));
pItem->setAnchorPoint(CCPointZero);
pItem->setScaleX(0.667f);
pItem->setScaleY(0.6f);
CCMenu* pMenu = CCMenu::create(pItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
// 悔棋按钮
pItem = CCMenuItemImage::create(RES_PATH"regret.jpg", RES_PATH"regret.jpg", this, menu_selector(CCMainMenu::menuRegret));
pItem->setPosition(ccp(m_fPositionX - s.width/6, m_fPositionY - s.height/8*2));
pItem->setAnchorPoint(CCPointZero);
pItem->setScaleX(0.667f);
pItem->setScaleY(0.6f);
pMenu = CCMenu::create(pItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
// 开始按钮
pItem = CCMenuItemImage::create(RES_PATH"start.jpg", RES_PATH"start.jpg", this, menu_selector(CCMainMenu::menuStart));
pItem->setPosition(ccp(m_fPositionX - s.width/6, m_fPositionY - s.height/8*3));
pItem->setAnchorPoint(CCPointZero);
pItem->setScaleX(0.667f);
pItem->setScaleY(0.6f);
// pMenu = CCMenu::create(pItem, NULL); xueguoliang
pMenu = CCMenu::create(pItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
// 难度按钮
pItem = CCMenuItemImage::create(RES_PATH"difficulty.jpg", RES_PATH"difficulty.jpg", this, menu_selector(CCMainMenu::menuHardChoose));
pItem->setPosition(ccp(m_fPositionX - s.width/6, m_fPositionY - s.height/8*4));
pItem->setAnchorPoint(CCPointZero);
pItem->setScaleX(0.667f);
pItem->setScaleY(0.6f);
pMenu = CCMenu::create(pItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
// 声音按钮
m_pOpenVolice = CCMenuItemImage::create(RES_PATH"openVolice.png", RES_PATH"openVolice.png", this, menu_selector(CCMainMenu::menuSoundChoose));
CCSize r2 = m_pOpenVolice->getContentSize();
m_pOpenVolice->setPosition(ccp(m_fPositionX - s.width/6 + r.size.width/2 - r2.width/6, m_fPositionY - s.height/8*5));
m_pOpenVolice->setAnchorPoint(CCPointZero);
m_pOpenVolice->setScaleX(0.667f);
m_pOpenVolice->setScaleY(0.6f);
pMenu = CCMenu::create(m_pOpenVolice, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1, 100);
// 关闭声音按钮
m_pCloseVolice = CCMenuItemImage::create(RES_PATH"closeVolice.png", RES_PATH"closeVolice.png", this, menu_selector(CCMainMenu::menuSoundChoose));
m_pCloseVolice->setPosition(ccp(m_fPositionX - s.width/6 + r.size.width/2 - r2.width/6, m_fPositionY - s.height/8*5));
m_pCloseVolice->setAnchorPoint(CCPointZero);
m_pCloseVolice->setScaleX(0.667f);
m_pCloseVolice->setScaleY(0.6f);
pMenu = CCMenu::create(m_pCloseVolice, NULL);
pMenu->setPosition(CCPointZero);
m_pCloseVolice->setVisible(false);
this->addChild(pMenu, 1, 101);
// 坐标信息
this->initCoordinate();
// 初始化时间
this->initTimeShow();
// 初始化图片
this->initListImage();
this->setTouchEnabled(true);
this->schedule(schedule_selector(CCMainMenu::updateTime), 1.0f);
// 这个相当于做一个双buffer,移动一个buffer,显示一个buffer
for (int i = 0; i < 10; ++i)
{
for (int j = 0; j < 9; ++j)
{
g_cur_map[i][j] = g_chess_map[i][j];
}
}
// 一些游戏中用到的状态变量,需要的时候我们再详细描述
m_enGameStatus = GAME_MENU;
m_enCurRole = ROLE_RED;
m_bVolice = true;
m_pCurChess = NULL;
m_bSelect = false;
m_bCollectCorrect = true;
m_pTargetChess = NULL;
m_nContinuous = 3;
m_nCur = 0;
m_enCurChessType = CHESS_NONE;
m_enTarChessType = CHESS_NONE;
m_nWin = -1;
m_vecSprite.reserve(10);
return true;
}
init函数执行完之后,程序就显示出主界面如下:
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